move shoreline setting to be part of set_tilemap_tiles
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7651e574c1
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4d7af7ed69
2 changed files with 25 additions and 33 deletions
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@ -10,7 +10,7 @@ class_name Main
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extends Node
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# The idea is for the user to be able to choose the map from GUI later
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var map_filename: String = "res://maps/tampere_10x10km_1000px.png"
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var map_filename: String = "res://maps/tampere_200px_crop.png"
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var _world := World.new()
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var _world_generator := WorldGeneration.new()
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@ -14,6 +14,25 @@ var directions:Array = [
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var count:int = 0
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func choose_tile(tile:Vector2i) -> Vector2i:
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var surrounding_tiles:Array = []
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# determine which directions have land around the tile
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for dir in directions:
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# avoid index out of bounds
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if (tile.y+dir.y >= Globals.map_image_size.y) or (tile.x+dir.x >= Globals.map_image_size.x):
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surrounding_tiles.append(Globals.TILE_WATER)
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elif map_tile_data[tile.y+dir.y][tile.x+dir.x] == Globals.TILE_TERRAIN:
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surrounding_tiles.append(Globals.TILE_TERRAIN)
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continue
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surrounding_tiles.append(Globals.TILE_WATER)
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var selected_tile = match_tile(surrounding_tiles)
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if selected_tile.x == -1 or selected_tile.y == -1:
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selected_tile = Vector2i(1,0)
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return selected_tile
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func choose_randomly(list_of_entries:Array[int]) -> int:
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return list_of_entries[randi() % list_of_entries.size()]
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@ -40,8 +59,7 @@ func generate_world(filename) -> bool:
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smooth_land_features()
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generate_biomes()
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set_tilemap_tiles()
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set_shorelines()
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print(count)
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#print("Recursions:", count)
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# center camera to world map
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emit_signal(
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@ -98,46 +116,19 @@ func read_image_pixel_data():
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if image.get_pixel(x, y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
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map_tile_data[y][x] = Globals.TILE_WATER
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else:
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map_tile_data[y][x] = Globals.TILE_TERRAIN
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func set_shorelines() -> void:
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# for testing avoid map borders to make it simpler to implement
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for y in range(1, Globals.map_image_size.y-1):
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for x in range(1, Globals.map_image_size.x-1):
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# skip tiles with land
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if map_tile_data[y][x] != Globals.TILE_WATER:
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continue
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# now we are supposed to be inspecting a tile with land
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# 1 = water 0 = land
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var surrounding_tiles:Array = []
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# determine which directions have land around the tile
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for dir in directions:
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if map_tile_data[y+dir.y][x+dir.x] == Globals.TILE_TERRAIN:
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surrounding_tiles.append(Globals.TILE_TERRAIN)
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continue
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surrounding_tiles.append(Globals.TILE_WATER)
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var selected_tile = match_tile(surrounding_tiles)
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if selected_tile.x == -1 or selected_tile.y == -1:
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continue
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# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
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Globals.world_map.set_cell(Globals.LAYER_TERRAIN, Vector2i(x, y), 2, selected_tile, 0)
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map_tile_data[y][x] = Globals.TILE_TERRAIN
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func set_tilemap_tiles() -> void:
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for y in map_tile_data.size():
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for x in map_tile_data[y].size():
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# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
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# set water or ground
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match map_tile_data[y][x]:
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Globals.TILE_WATER:
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Globals.TILE_WATER:
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Globals.world_map.set_cell(
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Globals.LAYER_TERRAIN,
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Vector2i(x, y),
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2,
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Vector2i(15,5),
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choose_tile(Vector2i(x, y)), # choose tile based on surrounding tiles
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0
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)
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Globals.TILE_TERRAIN:
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@ -150,6 +141,7 @@ func set_tilemap_tiles() -> void:
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)
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_: #default
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pass
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# Fill water tiles, surrounded in 3-4 sides by land, with land.
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# Do it recursively with limit of n recursions!
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